281 research outputs found

    Effects of network topology on the OpenAnswer’s Bayesian model of peer assessment

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    The paper investigates if and how the topology of the peer assessment network can affect the performance of the Bayesian model adopted in Ope nAnswer. Performance is evaluated in terms of the comparison of predicted grades with actual teacher’s grades. The global network is built by interconnecting smaller subnetworks, one for each student, where intra subnetwork nodes represent student's characteristics, and peer assessment assignments make up inter subnetwork connections and determine evidence propagation. A possible subset of teacher graded answers is dynamically determined by suitable selec tion and stop rules. The research questions addressed are: RQ1) “does the topology (diameter) of the network negatively influence the precision of predicted grades?”̀ in the affirmative case, RQ2) “are we able to reduce the negative effects of high diameter networks through an appropriate choice of the subset of students to be corrected by the teacher?” We show that RQ1) OpenAnswer is less effective on higher diameter topologies, RQ2) this can be avoided if the subset of corrected students is chosen considering the network topology

    A game-based corpus for analysing the interplay between game context and player experience

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    Recognizing players’ affective state while playing video games has been the focus of many recent research studies. In this paper we describe the process that has been followed to build a corpus based on game events and recorded video sessions from human players while playing Super Mario Bros. We present different types of information that have been extracted from game context, player preferences and perception of the game, as well as user features, automatically extracted from video recordings. We run a number of initial experiments to analyse players’ behavior while playing video games as a case study of the possible use of the corpus.peer-reviewe

    Extracting Relevance and Affect Information from Physiological Text Annotation

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    We present physiological text annotation, which refers to the practice of associating physiological responses to text content in order to infer characteristics of the user information needs and affective responses. Text annotation is a laborious task, and implicit feedback has been studied as a way to collect annotations without requiring any explicit action from the user. Previous work has explored behavioral signals, such as clicks or dwell time to automatically infer annotations, and physiological signals have mostly been explored for image or video content. We report on two experiments in which physiological text annotation is studied first to 1) indicate perceived relevance and then to 2) indicate affective responses of the users. The first experiment tackles the user’s perception of relevance of an information item, which is fundamental towards revealing the user’s information needs. The second experiment is then aimed at revealing the user’s affective responses towards a -relevant- text document. Results show that physiological user signals are associated with relevance and affect. In particular, electrodermal activity (EDA) was found to be different when users read relevant content than when they read irrelevant content and was found to be lower when reading texts with negative emotional content than when reading texts with neutral content. Together, the experiments show that physiological text annotation can provide valuable implicit inputs for personalized systems. We discuss how our findings help design personalized systems that can annotate digital content using human physiology without the need for any explicit user interaction

    A comparative analysis of the Bayesian regularization and Levenberg–Marquardt training algorithms in neural networks for small datasets: a metrics prediction of neolithic laminar artefacts

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    This study aims to present a comparative analysis of the Bayesian regularization backpropagation and Levenberg–Marquardt training algorithms in neural networks for the metrics prediction of damaged archaeological artifacts, of which the state of conservation is often fragmented due to different reasons, such as ritual, use wear, or post-depositional processes. The archaeological artifacts, specifically laminar blanks (so-called blades), come from different sites located in the Southern Levant that belong to the Pre-Pottery B Neolithic (PPNB) (10,100/9500–400 cal B.P.). This paper shows the entire procedure of the analysis, from its normalization of the dataset to its comparative analysis and overfitting problem resolution

    Psychophysiology in games

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    Psychophysiology is the study of the relationship between psychology and its physiological manifestations. That relationship is of particular importance for both game design and ultimately gameplaying. Players’ psychophysiology offers a gateway towards a better understanding of playing behavior and experience. That knowledge can, in turn, be beneficial for the player as it allows designers to make better games for them; either explicitly by altering the game during play or implicitly during the game design process. This chapter argues for the importance of physiology for the investigation of player affect in games, reviews the current state of the art in sensor technology and outlines the key phases for the application of psychophysiology in games.The work is supported, in part, by the EU-funded FP7 ICT iLearnRWproject (project no: 318803).peer-reviewe

    A contingency analysis of LeActiveMath's learner model

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    We analyse how a learner modelling engine that uses belief functions for evidence and belief representation, called xLM, reacts to different input information about the learner in terms of changes in the state of its beliefs and the decisions that it derives from them. The paper covers xLM induction of evidence with different strengths from the qualitative and quantitative properties of the input, the amount of indirect evidence derived from direct evidence, and differences in beliefs and decisions that result from interpreting different sequences of events simulating learners evolving in different directions. The results here presented substantiate our vision of xLM is a proof of existence for a generic and potentially comprehensive learner modelling subsystem that explicitly represents uncertainty, conflict and ignorance in beliefs. These are key properties of learner modelling engines in the bizarre world of open Web-based learning environments that rely on the content+metadata paradigm

    A comparative analysis of machine learning algorithms for identifying cultural and technological groups in archaeological datasets through clustering analysis of homogeneous data

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    Machine learning algorithms have revolutionized data analysis by uncovering hidden patterns and structures. Clustering algorithms play a crucial role in organizing data into coherent groups. We focused on K-Means, hierarchical, and Self-Organizing Map (SOM) clustering algorithms for analyzing homogeneous datasets based on archaeological finds from the middle phase of Pre- Pottery B Neolithic in Southern Levant (10,500–9500 cal B.P.). We aimed to assess the repeatability of these algorithms in identifying patterns using quantitative and qualitative evaluation criteria. Thorough experimentation and statistical analysis revealed the pros and cons of each algorithm, enabling us to determine their appropriateness for various clustering scenarios and data types. Preliminary results showed that traditional K-Means may not capture datasets’ intricate relationships and uncertainties. The hierarchical technique provided a more probabilistic approach, and SOM excelled at maintaining high-dimensional data structures. Our research provides valuable insights into balancing repeatability and interpretability for algorithm selection and allows professionals to identify ideal clustering solutions

    Approximate modelling of the multi-dimensional learner

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    This paper describes the design of the learner modelling component of the LeActiveMath system, which was conceived to integrate modelling of learners' competencies in a subject domain, motivational and affective dispositions and meta-cognition. This goal has been achieved by organising learner models as stacks, with the subject domain as ground layer and competency, motivation, affect and meta-cognition as upper layers. A concept map per layer defines each layer's elements and internal structure, and beliefs are associated to the applications of elements in upper-layers to elements in lower-layers. Beliefs are represented using belief functions and organised in a network constructed as the composition of all layers' concept maps, which is used for propagation of evidence
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